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64 lines
1.9 KiB
C++
64 lines
1.9 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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*/
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/*
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* This file is based on WME Lite.
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* http://dead-code.org/redir.php?target=wmelite
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* Copyright (c) 2011 Jan Nedoma
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*/
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#ifndef WINTERMUTE_ADTALKNODE_H
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#define WINTERMUTE_ADTALKNODE_H
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#include "engines/wintermute/persistent.h"
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#include "engines/wintermute/base/base.h"
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namespace Wintermute {
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class AdSpriteSet;
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class BaseSprite;
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class AdTalkNode : public BaseClass {
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public:
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char *_spriteSetFilename;
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AdSpriteSet *_spriteSet;
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BaseSprite *getSprite(TDirection dir);
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bool isInTimeInterval(uint32 time, TDirection dir);
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bool loadSprite();
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DECLARE_PERSISTENT(AdTalkNode, BaseClass)
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AdTalkNode(BaseGame *inGame);
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virtual ~AdTalkNode();
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bool loadBuffer(byte *buffer, bool complete = true);
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virtual bool saveAsText(BaseDynamicBuffer *buffer, int indent = 0);
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char *_spriteFilename;
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BaseSprite *_sprite;
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uint32 _startTime;
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uint32 _endTime;
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bool _playToEnd;
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bool _preCache;
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char *_comment;
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};
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} // end of namespace Wintermute
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#endif
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